We need it so that if we die, we lose exp. Granted, not as much as in XI, but exp loss would keep people from doing stupid crap...like..a GLA tanking in cloth armor with a gimp shield and never blocking....


We need it so that if we die, we lose exp. Granted, not as much as in XI, but exp loss would keep people from doing stupid crap...like..a GLA tanking in cloth armor with a gimp shield and never blocking....
Last edited by Dubont; 06-30-2011 at 05:32 AM.
Healer strike is ridiculously foolish and accomplishes nothing



GLD is goldsmith, GLA is gladiator.



An image I find somewhat comical. That has more to do with other problems in game rather than death penelty.
Edit: Actually come to think of it, I've fought as gladiator in my robes myself. But not for a while now.
The issue is not and shouldn't be how it allows others to play, but rather how it affects your play.
I was kidding.![]()
Player
if the gla can tank in cloth armor with a gimp shield never blocking and not die, it means the content doesnt care if he is a glad or not (though sometimes the evasion on certain monsters might help more than the defense) If him dying doesnt make things more difficult for your party, why is he there? when things get difficult the penalty for death will be, losing that players contribution. your tank dies, it should be that much harder to survive, your dps dies it should take you that much longer to kill, your healer dies, it should be that much harder to survive. buffer dies etc. when the content has a time reward element, and the monsters are higher level/more difficult dying will be its own penalty. When that stuff is irrelevant, ie when you are not doing anything difficult that matters, why should their be an outrageous penalty.
If you are for example exploring, why should you lose some vast store of exp? when you are exploring the warp back to the last touched crystal is the penalty to your exploration.
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I personally think the death penalty as is is dead on.
First, it's motivation not to die when soloing leves ( 10% of my time limit gone ).
Second, as a casual, I'm not losing any permanent progress when I die, so it's not a terrible timesink. This is especially important on those rare occasions where I disconnect in combat and log on to view my corpse.
Efficiently recovering from a party wipe is an important skill in FFXI and other games; in XIV it seems to be "respawn and run back" - which is a bit of a joke, especially now that we regenerate mp. It's fine for leves as solo content, but I sincerely do not want to see bind points inside the dungeons.



3 minute weakness is not even a death penalty. It's a minor inconvenience.
OP is trolling - with or without intention.
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